Hello
IG88a, thank you for your review!
I would just like to discuss with you a bit of the topics you raised because it might help you to understand why the game is like it is. I see every 1 star review as a player that had expectations on our game and then got frustrated by something, either be a bad experience in terms of bugs or confusion with the story or other mechanics. And I think it's nice to talk with these people to understand the reasoning and then maybe we can find a middle ground and change things so new players don't get as frustrated as you =)
How long have we been developing the game?
The game as it is right now, is not the result of 5 years of work, for the first 3 to 4 years we were building the necessary framework and community to allow us to create the world and start to make the quest system of it. So the game changed a lot during this period. We started with a sidescroller that was a proof of concept, then we changed the whole art and the level still having a sidescroller. We even did a few tests in different types of open-world until we reached the current format. Now we are almost done with building the core mechanics even though we don't have many quests. Why do we do it? Because once the core is done, scaling the project will be much faster. For example, we are being capable this month, of building the first quest from scratch and release it within 20 days, which is a great achievement judging by the fact that before having the frameworks we had to manually create every event when a player went from point A to point B and have this very slow programming development.
Also, with the help of our supporters through the years, we have been able to expand the team and in the past month, we got two new animators and a new character artist. With that in mind, we do know that what we aim to do can be completed since the speed things will be developing:
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Now about your ideas:
1 - Design around a central HUB:
This is not really necessary because Level Design is not a problem for us. We have people that can add new areas as long as they are not too big, and the core parts of what will be the place where our first chapter of the game will happen is already done.
So now our goal is to write down more quests and add more events happening in this world so the player who is exploring can find new content and quests to do. The story of this area is already written so changing the whole game to something like we can see in Dark Souls, where you have Firelink that is the main hub where you do everything wouldn't work for what we aim for.
2 - Radiant Dungeon combat Loop
Although I said that Level Design is not a problem for us at the moment, this is true because most of what we need is already done, and what we need to expand is only details here and there to add places of interest. If we go in a direction that we would count more with dungeons than a story for the player to explore, this would be way much more expansive and the time players would spend on the game would actually be smaller. For example, if we want to add another dungeon as big as the first one, our level designer would need to work more or less 2 months on it, and this would only add 20 minutes of gameplay at tops. And the other solution would be to hire more level designers or increase the time our current one can work on the project, and to do so we would need to take the budget away from the story writer, the animators and maybe even the programmer. It wouldn't be worth it because we have made several polls on our Patreon and people who follow us are more interested in the story and in having new cutscenes for them to watch.
3 - Companion progression through combat/romance
We have two different things planned on that side: On one hand, we will have main NPC characters that will react to Kalyskah's choice and follow her on the main plotline. On the other hand, we won't be having a companion system as you can see in games such as Skyrim. This means that the NPCs will be there in important times and important choices, but they won't follow Kalykah around for two big reasons: The first one is that the narrative we want to build is one where Kalyskah is trying to figure things out by herself on this changing world she woke up in. And the second one is because implementing a satisfying companion experience is something extremely complex and even AAA games can't get it right most of the time, which makes companions usually more annoying than helpful to the players.
Now about the framework, that we already got. The game might look small right now but there are many things in the back-end that are done. And now our job is pretty much to get the more quest written and put into the game while we fix bugs and add some polishment to areas that are needed. But the skeleton of what we need is there. Changing this skeleton would slow us down and also disappoint the people that are following our game for a while and are already aware of the direction we are going.
About the scope: I must that it is actually something feasible! We have people on the team that have been in the game's industry for quite a while and I myself am graduated in game design. That doesn't mean that we are not flawed, but it means that we can see what is and what is not possible for us to pull up judging by our capabilities, and in terms of mechanics, everything we are proposing to do are things that we know that given some time and working step by step, it can be done. =D
Female Protagonist framing
We are not planning to do either of those things you mentioned. Yes, right now at the dungeon we have the negotiation system with the acolytes where Kalyskah can charm them and then have sex. This is a thing that will eventually be removed from the game so we can implement the new mechanics: Where negotiation with seduction will be possible before the combat starts, but not after defeat. This way we won't make it look like she's being coerced into having sex, it will be written in a way where she's using her seduction skills to manipulate people.
About the "dumb slut" framing, Kalyskah is a smart woman. We don't have a
corruption system on our game exactly because for many games the more corrupt the character gets, the dumber or the more controlled by their desires they will also get, and this usually means that players that are more interested in seeing the erotic content will feel like they don't actually have a choice.
So the way we are doing this is that Kalyskah will increase\decrease her compassion and her dominant personality during the game. That's because she is a vampire, and her choices spin more around whether she should treat humans as cattle or as friends. And her choice to have sex or to seduce won't be blocked by this mechanic. We consider that since the player is the one in control over Kalyskah, we don't want to make them feel like they have options blocked because they "didn't grinded slutness enough with random events".
About the protagonist choice:
Choosing between female, futa and male protagonists is an impossible task. This is about Kalyskah and her story. Giving a protagonist choice would be as if someone is wanting to play The Witcher with someone other than Geralt, which wouldn't work, would be a whole different game.
About what you wrote on "suck a guard's cock". Remember that in that particular scene, Kalyskah can actually go to the stables to pretend that she will do what the guard is asking her to do, but then she can just say "Change of plans" and bite him without even touching him. Also, even while she is at the scene, the player ALWAYS have the choice to stand up and leave or to bite him as well. So if Kalyskah will indeed blow him, is entirely on the player's hand.
I hope I could get some of your questions answered.
I'll start by saying I appreciate that you guys are active and take feedback seriously. Cut above. I was actually considering PM'ing you as well after looking back in the thread to see you keep tabs and respond to critique and suggestion but you beat me to the punch.
And as the consumer I'd like nothing more than to be proven wrong that you guys can fill out the worldspace you've committed to. What you have in it is good, but in the body of your response you give me further pause on several fronts.
I've been tangentially aware of development, but didn't follow it too closely, so i see how you might feel that saying the game is a product of your whole dev cycle would come off as a mischaracterization. But from the outside in that suggests something else, ballooning scope. That the game started as a 3D sidescroller (attainable) and has turned into a 3D sandbox over time plays into my fears about your project as a whole. A lot of work, but a lot of backtracking. Reinventing the game, redoing sections, redesigning systems. One of the things I'd have contacted you about is the state of your design bible for how you intended to address issues of scale to streamline and populate your worldspace, so hearing it's been rewritten adhoc isn't comforting.
per your response to my point 1
I mentioned White Orchard for a reason, and if you're a completionist or masochist you may have spent a lot of time there in witcher 3. Your starting zone shares some unfortunate similarities. It's large, but it's boring. Not just in content, but in framing. Your opening crypt sequence is thematic and interesting, suggesting a much different game feel than you get once you come out of it into the bright light of day. It's dark, it makes excellent work of it's architecture tileset, it has purposeful backtracking, the ability to approach encounters from different directions, etc.
Then in the main game loop you're walking, endlessly, between the small number of quest locations. To face enemy encounters that have been utterly trivialized by the powergap between that first dungeon, your equipment, and this lv0 starter town. Bright sunlight, woodland setting, the littlest whorehouse in the west? In a vampire game that out the gate led with summoning blood constructions and feeding on vampire hunters with succubus in tow? It isn't a good backbone hub for the game, white orchard, and utterly incompatible tonally. You want to leave it as soon as possible.
per 2
That is disappointing you see it that way.
My backseat gamedevving suggestion still would be to make these dungeon segments radiant and purposefully replayable. It's by far the best part of your game, even if it (currently) is not pornographic (which dovetails into my point3 and game construction for how they easily could be.)
If you give your backers a poll with the choices of "literally any porn" and "2 months on a new dungeon encounter" you know the answer you'll get. Don't stack the deck against yourself and your game like that.
This also eliminates the biggest problem with this early section
>RNG drops
killing 5 enemies gives you nothing or trash or godrolls and it encourages saveskimming. You don't even have a shop yet to rectify it, or source of income through respawning mobs anywhere. And too many armor sets (like the karstein one) that should only exist in one location in your gameworld. If you could pop back in on the dungeon and replay combat encounters, it wouldn't matter you had a bad run. Hell you have X many girls to find sexy armor for anyway.
If you structured your game around instanced dungeons instead of open world quests it would be better. Well designed dungeons that spit out porn and lewd armor alts, which is what the opening 30min of your game does, is what your opening gameplay sells and
isn't what you've presented as your future roadmap.
This is fucking pretty
And apparently we'll never see it again. Or these enemy types, barring a reskin.
If it was an instanced repeatable dungeon that used magic abilities acquired later in the game progression to unlock new areas and get special gold loot for the girls this work wouldn't have been wasted on the dudeweedlmao quest alone.
per3
The main problem in your game is the inability to crack the age old problem of integrating conventional gameplay mechanics with pornography. You aren't succeeding to put it bluntly. Almost the only way you can is a companion system or coprotagonist relationship. If your combat playloop furthered a companion relationship
with that companion relationship spitting out the sex scenes then you'd have your game systems working synergistically.
As it sits all scenes currently in the game are only accessible by making our protagonist temporarily become chaotic stupid and that isn't engaging. Why I come off hyperbolic about the "suck the guards cock or don't" being how you've colored her in the game we the player have seen so far.
the combination of 2 and 3, repeatable dungeons and a player-character relationships advanced through shared experience(literally) solve just about every glaring problem with your gameplay loop. And build on the strengths of your game; Dungeon design, the current combat system, the strong base characterization of your leading woman and her excellent VA.
if you had 4-5 dungeons of the complexity of your current ones, each with a boss encounter, each synergistically building the relationship you forge with nuanced temporary companions you interact with in a hub-overworld via dialogue and sidequest, you'd have a damn fine game.
20 minutes of gameplay played 4 times is an hour of gameplay. Especially when you employ the ole reliable of new abilities unlocking secret items/locations in older dungeons. Then you're in fucking business.
About the about the scope
See: white orchard
Your game is at it's best when you don't have a vampire running around a brightly lit forest biome.
And honestly I only scratched the surface of your fundamental scope problem. I wouldn't have put this much thought into your game if I didn't mean it constructively.
you'd need to recreate literally EVERY mechanic of vampire: the masquerade
I shouldn't be able to do this. Any of this.
>be wearing karstairn vampire queen armor in public
>eat a rat in broad daylight
>be in broad daylight
Or attack a guard instead of fuck them. Or accidentally bite people by pressing E when they 360 and moonwalk away to no consequence. Or... the list goes on. You have so much more on your plate than I went into as far as mechanics and world building.
And the fundamental problem, what does this have to do with the pornography?
>nothing
but it is all detractors to it.
Smaller scope with the same core systems: vampires vs vampire hunter faction 1-3, repeatable dungeon focus, companions as a vehicle for narrative and porn content.
Suddenly you don't have to worry about a complex web of vampire power witnessing with longterm gameplay effects. Or the fact you have to run around in the daylight. Or outfits that should cause gameplay problems. Or the myriad of other issues your scope foists upon you. Each one is going to have to be addressed to make the game you're aiming for yet none of it forwards content progression.
per per female protagonist framing
I understand sticking to a female protagonist, she's your poster girl, but paradoxically female protagonists are terrible for representing women in porngames.
Your desire to have her be a sum of player choices is coming from the right place, but you're missing one major element that submarines all female protagonist games.
If I'm interested in degredation content, I want to be the one doing the degrading.
If I'm interested in femdom content, I want to be the one femdommed.
etc. etc. E
very fetish you're presenting in the wrong context and framing with a female protagonist for it's target market.
And for the girls you could still have a girl protag option who gets to build meaningful erotic situations with the named, backstory having girls(/guys) of your game instead of oneoff nobodies. Everyone gets what they want when the flagship girl isn't the player protagonist.
And in general, if someone likes a character they don't want to put them in bad situations.
Porn games, yours included, frequently suffer from a disconnect between viable gameplay an erotic content. As it sits post dungeon there is one viable way to play:
1. take offense at being called a slut and emasculate the guard
2. pay 50 gold for the information
3. get the gem fragment
4. threaten the blonde edgelord, beat down the bandits, get the ring
And you're practically done with your entire starter town, no second gem to find yet.
And you can do that in 5 minutes.
Or be out time, lose ingame money, gain Tendency points you might not want, and be in the same place having seen a few disconnected porn scenes while
not doing justice to the character.
It's massively discordant that you go from killing dozens of disciples, seekers, and your doggo in a darksouls bossfight...
...to being given a lv1 witcher 3 "moral quandary" about banditry presented by these morons. With the game insulting the character by suggesting she'd ever consider sex the solution here. Especially when the most moral and most viable gameplay strategy at the end of it all is to just
repeatedly use their essential marked ragdolls to fill your blood meter kill them to zero consequence.
You'd do her more justice as a character if she was a main companion to a blank, action defined protagonist. You'd be able to structure her and tell a compelling story instead of being pulled in a dozen directions to try and make one character be everything to everybody. And reduce meaningless sex and meaningless voiced NPCs by centralizing the pornographic content around a male(or female) unvoiced player character cycling through well flushed out, interesting female coprotagonists.
Whether you intended or not, every sex scene that isn't with the succubus requires her to be coerced, tricked, or trade her body to avoid death. There is no "regaining her power" moment to biting guardbro when she's been tricked in the first place. And mechanically you still lose those tendency points.
Sidebar: the BJ scene itself is great, as is her submissive dialogue and reactions to being treated collar'd. The problem as I referenced is she's saying those lines about some rando, not about a player foil. Everything in a female protagonist game is framed in reverse for every content type. A sadist has to play a submissive, a submissive a sadist, and middle of the road types avoiding almost all content or feeling disquiet about it.
Instead of her
being the player character you could build her up constructively; reacting, fighting alongside, and building a rapport with the player as a main coprotagonist or central bestgirl of a companion system using her as the template.
There is a lot of good you could do with the resources you've developed for the present game, but the level of work to flush out your starting town (much less propel the story to the lofty "rebuild the karstien legion" type endgame I'm sure you're envisioning) is simply monumental. It's a different tact than you're on, but there is a toptier
readily achievable 15-30 hour companion based dungeon crawler/pornographic relationsim buried in the mechanics of your AAA scale game.